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Spacer: What if Freelancer had more realistic space?

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Spacer: What if Freelancer had more realistic space?
Offline Frank Rom
11-23-2024, 11:16 PM,
#11
Member
Posts: 41
Threads: 8
Joined: Apr 2016

What blasphemy is this!? Just teasing.
This looks awesom. As for Freelancer coding, like you said, there is no way to make it happen right? In any case I wish you well in any direction you take with your project!

Regards
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Offline Thunderer
11-23-2024, 11:38 PM,
#12
Tea Disposal Unit
Posts: 5,611
Threads: 463
Joined: Jul 2011

Excited by the Bulgarian space programme and looking forward to its results. When you can't have 4 moreta on Earth, you take a lot more moreta in space.

[Image: 396AUfe.png]
Bretonian Treaty Database Bretonian Armed Forces Recruitment Center
Bretonian Charter of Interstellar Law Bretonian Secrets Act
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Offline Backo
08-31-2025, 08:55 PM, (This post was last modified: 09-02-2025, 11:26 AM by Backo.)
#13
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

Is this project dead yet?
So it's been about 10 months, give or take. In the mean time I got the autistic urge to rewrite the whole thing in an entirely new language that I wanted to try out, burned out from working on the game altogether, actually played Starsector rather than watching videos of, got the muse to continue working on this project and completely reworked my concept for the navigation system.

Navigational Waypoints
After testing the previous concept with a friend and watching them struggle due to skill issues (mainly not spending 100 hours in KSP prior to trying to plot waypoints in this game), I realized I needed a better solution to how navigation must be. So no more maneuver nodes ala KSP and say hello to waypoints that are (almost) as simple to use as those in Freelancer. You simply point to where exactly on the target's orbit do you want to intercept them and all the calculations are done for you. It shows estimated arrival time, propellant cost (quantity, not monetary cost) and total delta velocity needed.
[Image: AfVVdQU.gif]
Click for smooth webm with audio

Having the correct course plotted is half the battle. The other is the execution. And doing a burn that could take upwards of minutes to even hours is not a lot of fun, especially if it requires precision. So an autopilot is there to do all the work for you. Press F2, sit back and relax as all the waypoint maneuvers get executed.

The initial burn.
[Image: WtAfToc.gif]
Click for smooth webm with audio

A correction burn once reaching Pittsburgh's fly-by so that an encounter with Maine is made.
[Image: YblETDt.gif]
Click for smooth webm with audio

The deacceleration upon reaching the final destination.
[Image: da4jitv.gif]
Click for smooth webm with audio

Overall the trip takes 73 in-game days or about 1 minute and 45 seconds of real time thanks to time acceleration in the simulation.

Screenshots
I've also had the time to rework some of the UIs to be slightly more detailed and the Rhino is the second addition to the ships you can fly. And as you may have noticed the system has changed from California to New York with guest appearances of bases from all over Liberty. Turns out when you have realistically scaled space, Freelancer systems feel very empty in their current state.
[Image: yzYQJLm.png][Image: ApVGkR0.png]
[Image: OlKOmy8.png][Image: Yk1fU71.png]
[Image: KC206YI.png]
Click for 1600x900 resolution

Demo Yet?
I originally figured I should drop a demo as soon as I got automated navigation/travel, but after playtesting with friends I realized that the game in its current state is mostly a powertrading deluxe simulator. The only thing you can do is trade cargo between stations and spend all your hard earned credits on buying back all the propellant you wasted. Or maybe save 21k to buy the Pelican only to end up crashing on Pittsburgh after 1 bad maneuver.

So now I think I should probably hold that back before I add some more content such as contracts (missions), NPCs that do mindless powertrading (just like you) and perhaps a tutorial that gives you a quick rundown on how to play the game, because as it turns out just because I have developed a Stockholm Syndrome to the game's systems, doesn't mean someone who just picked up the game knows how to use them.

Republic of the Sword and Sun
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Offline Laz
08-31-2025, 09:22 PM,
#14
(Sorta) Retired Code Monkey
Posts: 1,904
Threads: 106
Joined: Jan 2014

Mad respect, much interest.


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Offline Backo
09-09-2025, 10:55 PM,
#15
Basilica Combat Patrol
Posts: 3,594
Threads: 123
Joined: Feb 2009

NPC Traders
Traders now spawn from each station at random intervals to trade with any other station that is friendly to the origin station. They fly the same ships as you and mostly* follow the same simulation rules as you.
*Except they do not suffer from Main Character syndrome and as such can't control the time acceleration so sometimes their simulation gets simplified a lot when the time step is much higher than what they need for detailed simulation precision. They also cheat and quickdock, but who can blame them when powertrading like a real Discovery player?

Here you can see the renown John Trader having 1 more waypoint remaining and his cargo hold full of Food Rations is likely to fetch a good price (18 credits profit per unit). His Pelican is heavier and thus slower than my empty Rhino so his intercept burn takes longer, but his intercept waypoint is earlier than my waypoint so he quickly catches up and overtakes me. And just like my ship would, his turns around and deaccelerates at the last moment to match the speed and trajectory of the destination station.
[Image: SyMITan.gif]
Click for smooth webm with audio

But what if John Trader was not alone? What if there were a couple of hundred more of him and we turned up the time scale to 11 somewhere between 100000 and 1000000? At such high time acceleration, reserved for when the player is approaching distant targets (after the initial burn and before the deacceleration), you don't really see the traders making those burns as each tick can be up to 4 hours. But you can still see them fly towards their target, forming neat lanes as they form a column due to the trip taking upwards to 50-70 days, but them spawning every 1-3 days or so. What I really like about this video is how as the stations and planet move, the NPC lanes change as the previous trajectories become less optimal or even impossible.
[Image: hkVm5cs.gif]
Click for smooth webm with audio

It is still not perfect though and sometimes John Trader (and his brothers) stray from the correct path and end up dead drifting away into the cold dead void that is empty space, like that Pelican you see at the very start at the top left, near Pittsburgh (that orange-brown spinning disco ball) or that Rhino that fires like a bullet towards the bottom left corner of the screen. But hopefully just like with the player navigation system, I'll eventually iron these little mishaps out so that John Trader becomes competent enough for a flight license.

The player navigation system that works for intercepting stations, works also for NPCs. The only requirement for success is that you try to intercept a stable trajectory (them drifting on the approach to their target and not currently burning to change their trajectory). Here you can see me stop comically close to John Trader and giving him a taste of my engine exhaust. Luckily weapons and combat AI are still not a thing so he can not retaliate.
[Image: gLE2aVW.gif]
Click for smooth webm with audio

Current plan is that once combat and more advanced NPCs are in, such an interception to the target (be it NPC or you)'s approach trajectory is going to be the start to police interdictions, piracy or any other reason for plain old violence and conflict. I'll probably make it so you can adjust the deacceleration burn to happen on engine thrust mode (much faster but more fuel expensive) so that the target has less time to react and to also add IFFs and scanner ranges so that you don't get map hack to see everything everywhere at all times. But that all planned for the future. Fingers crossed I don't burn out before we get there again.

Republic of the Sword and Sun
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